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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304796 times)

Ishman

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #645 on: November 18, 2018, 03:36:14 AM »

Can confirm getting flashing white screens here too. Ryzen 1 1800x with 1080ti and 16 gigs ram (look, ram was almost as expensive as my cpu :V).

I adore that you're always adding more knobs and levers to the campaign layer stuff, means way more avenues to expand and interlink together with mods and being able to drop in more content of our own.

Excited to be able to one day rule the sector with an iron fist and slowly convert all material into thinking matter, post-singularity style.
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Cyan Leader

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #646 on: November 18, 2018, 04:26:20 AM »

So every fight I've been having against derelicts have been spawning the Bastillions for the destroyer class. Always and constantly. What happened to the Berserker?
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Igncom1

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #647 on: November 18, 2018, 05:06:02 AM »

So when the Hegemony comes looking for your AI cores but you removed them and they still catch evidence that you did, are they supposed to be able to disrupt your colonies industries for 350 days? Like everything one one of my colonies has been annihilated.

I thought it was supposed to be an inspection, not a planetary bombing? Hell I could rebuild stuff faster then it takes for them to recover. I just might even.

They even blew up my space fortress. How?  :-\
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SCC

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #648 on: November 18, 2018, 05:15:36 AM »

Hell I could rebuild stuff faster then it takes for them to recover. I just might even.
Don't, it doesn't influence the disruption timer. Complying with inspection is a trap, it's better to bribe them or even flip them off.

Igncom1

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #649 on: November 18, 2018, 05:20:03 AM »

Hell I could rebuild stuff faster then it takes for them to recover. I just might even.
Don't, it doesn't influence the disruption timer. Complying with inspection is a trap, it's better to bribe them or even flip them off.

Fair. If the colony was working then 200,000 bribes seem more then fine as that's pocket change to me now. Or was.

But I figured they would get mad, not atom bomb my capital. Should have done anything else really.
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Cyan Leader

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #650 on: November 18, 2018, 06:33:27 AM »

Found a Reinforced Bulkheads hullmod, it dropped for an invasion fleet iirc. I thought those weren't supposed to drop anymore? I mean, it's learned by default and all.
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Volfgarix

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #651 on: November 18, 2018, 07:14:07 AM »

Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.
The catch?
It's a goddamn volcanic planet, 250% hazard rating. It turned into moneysink, obviously, but maybe things will turn around when I get heavy industries...
On top of that Pathers created a cell in that colony, they're going to wreck things for sure and I'm too weak to deal with their station, so yep, I'm screwed.
What do?

Edit: Guess what? Sindrian Diktat sends an expeditionary force, they're mad over my production of transplutonics...
« Last Edit: November 18, 2018, 07:30:11 AM by Volfgarix »
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Madao

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #652 on: November 18, 2018, 07:33:09 AM »

As always, thank you for your hard work.
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SCC

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #653 on: November 18, 2018, 07:40:39 AM »

I should stop complaining a for a while. I tried to make two colonies at first, and while one was going along, even if slowly, the other was just a total failure. I then abandoned it, almost went broke, but eventually colonised some easy going planet, with farming, mining, refining, industry. After intensive scavenging custom production is so good, I actually forgot I don't have any commission (that, and loot from derelicts/redacteds is just too good). It went a lot better than the older colony, which was the most noticeable in the fact that, indeed, trading fleets were flying there and doing stuff. It was rewarding to see and also an indicator of progress. I recall seeing scavengers and prospectors more, at first, but now it's mainly giant fleets hauling supplies and ships back to the core.
Speaking of that, heavy industry seems to be a bit broken at the moment; it does everything and it's pretty easy to get big. My size 5 colony is now the biggest supplier of supplies, heavy machinery, armaments and ships, making about 3 times as much as it costs to maintain. On the other hand, light industry doesn't seem to be worth it even in ideal conditions!

Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.
The catch?
It's a goddamn volcanic planet, 250% hazard rating. It turned into moneysink, obviously, but maybe things will turn around when I get heavy industries...
On top of that Pathers created a cell in that colony, they're going to wreck things for sure and I'm too weak to deal with their station, so yep, I'm screwed.
What do?

Edit: Guess what? Sindrian Diktat sends an expeditionary force, they're mad over my production of transplutonics...
Have as little infrastructure on high hazard planets as possible. Colonise low hazard worlds (desert, tundra, the like) and build the infrastructure there, where it's cheaper and it's easier to increase colony size.

Igncom1

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #654 on: November 18, 2018, 07:51:00 AM »

That's along the lines I have been thinking. Are hazardous worlds filled with mineral wealth worth colonising at all? It's not like we can colonize the whole sector with the games built in limits, so should we all be holding off on the colonisation for those super worlds filled with grass and wealth?

Anything else seems like a bad investment.
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Alex

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #655 on: November 18, 2018, 08:23:33 AM »

Thank you for your feedback/bug reports/etc, everyone! Made a whole bunch of notes.


(@Megas: let's say you buy 1 ticket and win the lottery. Then you buy 10 tickets and don't win the lottery. Would you conclude that buying 10 tickets gives you a worse chance of winning? Because that exactly maps to the situation in-game, since just due to how the RNG works, getting +50% salvaging essentially means a re-roll. But it also mean a re-roll for the "bad" rolls, too.)

Re: high-hazard worlds - I wouldn't build anything except for Mining there. That could be profitable, but high-upkeep industries would likely not be, or would be more profitable elsewhere.
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The Soldier

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #656 on: November 18, 2018, 08:26:50 AM »

Re: high-hazard worlds - I wouldn't build anything except for Mining there. That could be profitable, but high-upkeep industries would likely not be, or would be more profitable elsewhere.
Actually I built my first colony on a 200% Hazard rating world.  Turned out fine in the end after liberal use of AI Cores, but it certainly didn't produce as much profit.  Heavy Industry, Mining, Tech-Mining, Spaceports, all make it useful enough to be my main base.  Kinda overlooked the maintenance penalty the first time around, and by time I did see it, it was too late to Abandon the colony.
« Last Edit: November 18, 2018, 08:50:44 AM by The Soldier »
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SCC

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #657 on: November 18, 2018, 08:33:09 AM »

Alex, can you explain how does the intel screen calculate a planet's worth? It values high-hazard planets way too much. Do gas giants get their own, unique buildings, or what? I haven't colonised any, but I can't see why would I (I can just settle a cryovolcanic planet instead and get some ores as well). Barren, rocky, etc. planets seem to have a similar issue.
And nebulas don't slow anything in combat anymore, and you can zoom to see way more than tactical screen shows you. Did I mention that custom production can stack any hullmods it wants, including DTC and ITU on a Heron?

Volfgarix

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #658 on: November 18, 2018, 08:48:21 AM »

1. Managed to get money for the bribe for Diktat
2. Tri-Tachyon wanted the fun, too, had no money for them. Miraculously managed to fight them off. Dear god, they had phase ships and two herons.
3. Net income for my colony is about -$18000, so I THINK that if I manage to upgrade, then colony might be able to pay for itself.
4. I was considering getting heavy industries, but i will have to wait for a while
5. I have to survive by taking bounties and other missions
6. Money from academy has run out
7. I wonder if getting AI cores will be worth getting in trouble with/paying off Hegemony, I got decent relations with them.
8. There is a planet (200% hazard score) with Widespread Ruins in my system, I heard tech mining is profitable.
Current state of my first colony ever.
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Have as little infrastructure on high hazard planets as possible. Colonise low hazard worlds (desert, tundra, the like) and build the infrastructure there, where it's cheaper and it's easier to increase colony size.
I had problem finding low-hazard world with decent resource, originally I wanted to get with decent farmland.


Edit: Holy crap, the colony grew to size 5. Apparently hundreds of thousand people like this hellhole. Hopefully income will rise a bit.
« Last Edit: November 18, 2018, 08:58:42 AM by Volfgarix »
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orost

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Re: Starsector 0.9a (Released) Patch Notes
« Reply #659 on: November 18, 2018, 09:14:15 AM »

So, uh, I guess I'm not allowed to have a colony.

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Two capital fleets roll in to raid my size-4 colony and put it into -110k per month for 6 months. (It peaked at +25k per month previously.)

Not super sure what the lesson is here - don't start colonies until I'm ready to go toe-to-toe against the main powers of the Sector?
« Last Edit: November 18, 2018, 09:17:32 AM by orost »
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